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Hello all! So I've been going back and forth redoing the way actors learn skills and progress as they gain levels. I have a few leveling schemes in mind and would love to hear some feedback so I can better decide which route to take.
In my original leveling system, players would gain 2 different resources when they level up, JP & SP. Every level-up, an actor will gain 1JP and 3SP, for a total of 50JP and 150SP by lv50 (max). JP is used for increasing a job rank, each of which has 5 ranks in total. Each rank costs more JP than the last. So rank 1 Cryomancy would require 1JP, rank 2 would require 2JP, and so on until rank 5, which would require 5JP. This means it costs 15JP to max out a Job. This means an actor can max out 3 Jobs of their choosing, or split those points however they like. Each rank of a Job features 3 skills that can be learned, a Bonus Action (buffs, debuffs, utility, etc...), a Main Action (direct attacks, heals, etc...), and a Passive skill (self-explanatory). Each of these skills cost 1SP. Any leftover SP can be spent in Stat Allocation (there will be plenty of SP leftover by design).
This is what the UI looks like atm:


So some of the issues I have with the aforementioned setup is that each level up won't always have the same "power increase" as the level before. This is because at certain levels the player might not have enough JP to increase a Job rank (due to the increasing cost per rank). Instead, I'd prefer each level up to be equally significant.
This brings me to an alternative leveling setup that can hopefully address that issue. 1st, I'd remove the Job ranks altogether. Instead, I'd implement point requirements for each row in a skill tree, akin to talent trees in World of Warcraft (Classic -> WotLK). So skills in the 1st row don't have any requirements, skills in the 2nd row would require 5pts spent in the skill tree, and so on until the final row. I'd also have to make the skill trees more WoW-like in general, for example, by having multiple ranks for certain nodes on the trees. The player would still gain 1JP per level, but it's now spent on the nodes within a tree instead of the job/skill tree's rank (which will no longer be a thing). SP would then be used purely for Stat Allocation, which now has an increasing cost per rank instead of costing 1SP per upgrade. I haven't determined how or how much SP should be gained on level-up in this system though. Anyway, thoughts?
In my original leveling system, players would gain 2 different resources when they level up, JP & SP. Every level-up, an actor will gain 1JP and 3SP, for a total of 50JP and 150SP by lv50 (max). JP is used for increasing a job rank, each of which has 5 ranks in total. Each rank costs more JP than the last. So rank 1 Cryomancy would require 1JP, rank 2 would require 2JP, and so on until rank 5, which would require 5JP. This means it costs 15JP to max out a Job. This means an actor can max out 3 Jobs of their choosing, or split those points however they like. Each rank of a Job features 3 skills that can be learned, a Bonus Action (buffs, debuffs, utility, etc...), a Main Action (direct attacks, heals, etc...), and a Passive skill (self-explanatory). Each of these skills cost 1SP. Any leftover SP can be spent in Stat Allocation (there will be plenty of SP leftover by design).
This is what the UI looks like atm:


So some of the issues I have with the aforementioned setup is that each level up won't always have the same "power increase" as the level before. This is because at certain levels the player might not have enough JP to increase a Job rank (due to the increasing cost per rank). Instead, I'd prefer each level up to be equally significant.
This brings me to an alternative leveling setup that can hopefully address that issue. 1st, I'd remove the Job ranks altogether. Instead, I'd implement point requirements for each row in a skill tree, akin to talent trees in World of Warcraft (Classic -> WotLK). So skills in the 1st row don't have any requirements, skills in the 2nd row would require 5pts spent in the skill tree, and so on until the final row. I'd also have to make the skill trees more WoW-like in general, for example, by having multiple ranks for certain nodes on the trees. The player would still gain 1JP per level, but it's now spent on the nodes within a tree instead of the job/skill tree's rank (which will no longer be a thing). SP would then be used purely for Stat Allocation, which now has an increasing cost per rank instead of costing 1SP per upgrade. I haven't determined how or how much SP should be gained on level-up in this system though. Anyway, thoughts?